Quote:
Originally Posted by watsonsword
Note on Terminology: I didn’t know Zoid was already a franchise. I used Google Translate to find a Greek word meaning "likeness of a life form." I renamed the creature to Prosoid, meaning "likeness of a person." The NPCs are now called Prosoids.
I think I've figured out how to do the point cost! I want you to tell me if it's all sound.
I got it from the point costs of what I like to call 'hyperbolic-advantages': unlimited versions of leveled advantages—Extended-Lifespan vs Ageless, Fearlessness vs Unfazeable, etc.
In both cases, the hyperbolic-advantage costs 8x the leveled advantage. If we treat Regeneration as a hyperbolic-advantage, then you could turn it into a leveled-advantage costing 1/8 its points per level.
So how many HP per level can you regenerate? If a hyperbolic-advantage is unlimited, then Regeneration should save you from certain death—in theory, not practice! That's 6x HP at level 8—the point at which the hyperbolic-advantage becomes more economical. 6/8 is 0.75 = you are limited to regenerating 75% of HP per level.
This would put leveled regeneration at...
Level 1: 12.5% point cost: 0.75x HP
Level 2: 25.0% point cost: 1.5x HP
Level 3: 37.5% point cost: 2.25x HP
Level 4: 50.0% point cost: 3x HP
Level 5: 62.5% point cost: 3.75x HP
Level 6: 75.0% point cost: 4.5x HP
Level 7: 87.5% point cost: 5.25x HP
Just apply these values to Regeneration under the limitation Mitigator: Cached-Treatment. "Cached-Treatment is a drug or treatment you take that does not expire with time. Instead, it is used up by the action of the advantage, and thus has its own value you need to track. In the case of Regeneration, said value is the number of HP that can be regenerated before needing another treatment."
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I think you're making some flawed assumptions. Any level of regeneration can regenerate infinite hit points and the lesser form of an absolute advantage does not always fit the 1/8th scheme.
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How fast is the healing process when they have access to their "fuel"?
How difficult is the "fuel" to get? Does it take long to fill the "reservoir" when they acquire the substance?
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The simplest way to do this is to take Unhealing and then take "Not Unhealing" + Regeneration as a combined advantage and add either Limited Use with Fast Reload or the Trigger limitation on the package to represent the need for the substance.